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#1 hetter71

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Posted 13 January 2008 - 01:53 AM

I've noticed you've got at least a half dozen minor fixes scattered through out the forum. Is there any way you could create a sticky thread to keep them in? One that only you could add to? That would make it easy for everyone to make those fixes while we wait for the next version. For example, I know there's a fix (work-around, anyway) for how close the planets are in GC, but I never implemmented it, and now I can't for the life of me remember what, exactly, to change. Something to 500, but what, in what file :p

Awesome Mod!! ;) You've replaced z3r0x as my favorite mod!

#2 Phoenix Rising

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Posted 13 January 2008 - 02:35 AM

That's not a bad idea, but I don't know if I'll have the time to compile it right now. That's kind of what the Official Bug Thread is for (minus the solutions), but I haven't had a chance to update it since the mini-mod yet. I'm just trying to keep up with making the fixes as they come in right now. But if anyone else has the time before I get to it, please feel free.

Awesome Mod!! ;) You've replaced z3r0x as my favorite mod!

Thanks!

#3 Dalmp

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Posted 13 January 2008 - 06:04 AM

Awesome Mod!! ;) You've replaced z3r0x as my favorite mod!


Hehe, me too my friend, me too.

This mod could easily be called 'capships rising', because I do believe it's the only mod I've played so far to do them any justice whatsoever. I love Z3.5 and have nothing bad to say about it, but the escort carriers are the strongest ships in that game. And that's just.. Wrong..
Amateurs study Tactics. Professionals study Logistics.
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#4 hetter71

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Posted 13 January 2008 - 12:04 PM

I love Z3.5 and have nothing bad to say about it, but the escort carriers are the strongest ships in that game. And that's just.. Wrong..


I know what you mean. You can take 10 escort carriers into any battle and win...way wrong. However, there IS one ship stronger, and it's even more wrong...Tie Avengers...you can take a fleet of 35-40 TA's in that game, have them hunt, and they will destroy EVERYTHING (including cap ships and level 5 space stations), normally without losing even 1 squadron!!!

This mod could easily be called 'capships rising', because I do believe it's the only mod I've played so far to do them any justice whatsoever.

I love the lack of hardpoints and the speed of the lasers here. Makes everything much more "real", imo.

#5 muneyoshi

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Posted 13 January 2008 - 02:31 PM

I love Z3.5 and have nothing bad to say about it, but the escort carriers are the strongest ships in that game. And that's just.. Wrong..


I know what you mean. You can take 10 escort carriers into any battle and win...way wrong. However, there IS one ship stronger, and it's even more wrong...Tie Avengers...you can take a fleet of 35-40 TA's in that game, have them hunt, and they will destroy EVERYTHING (including cap ships and level 5 space stations), normally without losing even 1 squadron!!!

This mod could easily be called 'capships rising', because I do believe it's the only mod I've played so far to do them any justice whatsoever.

I love the lack of hardpoints and the speed of the lasers here. Makes everything much more "real", imo.


20 upgraded K-wings work for that too.. did it once as a joke.. but t worked damn good lol.. never tried that with the escot carriers to be honest.. your sucess probably has to deal with few AI issues we've ben trying to work out already (lack of proper targeting, lack of ship formation, not using fighters properly) as I can't possibly see them alone winning a properly handeled battle.. yeah they would be a headache and a half but I think a decent human oppenant would not fall so easily

#6 Phoenix Rising

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Posted 13 January 2008 - 09:28 PM

This mod could easily be called 'capships rising', because I do believe it's the only mod I've played so far to do them any justice whatsoever.

I just increased turbolaser/turboion damage and range 50% too, so it's only going to get better. It's something that's been bothering me for a couple months, but I didn't want to convert all the hardpoints before the release.

For comparison, a regular laser does 8 damage and fires every 2.0 seconds and a regular turbolaser used to do 16 damage, but fired only every 3.0 seconds. It now does 24 damage on the same 3.0 seconds. So turbolasers are (canonically) three times as powerful as lasers, but still slower to recharge (effectively twice the DPS). I had used the RPGs to judge relative damage, but the problem is that everything fires on the same round in an RPG, so the stats seems to be adjusted for time.

Bombers are still useful for knocking a ship's hull out from underneath its shields, but they're no longer necessarily better; power to weapons can drop smaller capitals in under a minute. So you'll have to mind your support frigates now :). I'm very happy with the fluid counter system that's been created by using accurate stats and not making concessions to a rock-paper-scissors mentality with special damage and armor types.

I love Z3.5 and have nothing bad to say about it, but the escort carriers are the strongest ships in that game. And that's just.. Wrong..

The Super Transport branch is one of my favorite sets of upgrades that I designed. It doesn't try to do too much for a support ship, but I think it's just as valuable as any of the other upgrades for combat-oriented cruisers and if you upgrade all the way, it finds a wonderful little niche role with the diamond boron launcher. I just love it.

#7 Dalmp

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Posted 22 January 2008 - 10:33 PM

The ticket to my happiness has been cinematic mode. I get to sit back with a cup of coffee, take my fleet and put it on attack move, and then watch the carnage unfold. It's like watching a full-length movie, as the ships pull up alongside each other and savage each other with their guns, taking a good amount of time to die.

In the stock game it'd be 5 minutes of travel followed by a 15 second fight. They'd not even get in range to go broadside. The ships would die shortly after they saw each other. :thumbsupsmiley: It never felt like star wars to me.

I had used the RPGs to judge relative damage...

See, that's a big reason why your mod owns so much hehe. When I test out a ship I don't feel like I'm just testing out a random model, with a mod designer's randomly chosen stats. I feel like I'm testing out the actual ship. I get to say "Aha! So that's how strong a Carrack is vs a Reef Home".

On a side note, when I first tried out your mod I was so used to how weak Carracks and IPV's were from other mods, I just ignored them in firefights. Couldn't figure out why my ships were dying so fast. Then I read the stats on those ships! :unsure:


I'm very happy with the fluid counter system that's been created by using accurate stats and not making concessions to a rock-paper-scissors mentality with special damage and armor types.

Yeah there is no swifter way to ruin the canon feel of a franchise than by shoehorning it into the traditional RTS rock-paper-scissors mold. Sure, a bomber should be effective vs capships, but bombers shouldn't kill an ISD in 5 seconds while your back is turned! And in FOC by default, that's exactly the case... :crazed: (escort frigates are another matter of course, we have plenty of book examples of bomber wings obliterating frigates in a single volley)

The Super Transport branch is one of my favorite sets of upgrades that I designed. It doesn't try to do too much for a support ship, but I think it's just as valuable as any of the other upgrades for combat-oriented cruisers and if you upgrade all the way, it finds a wonderful little niche role with the diamond boron launcher. I just love it.

I'm having a problem with that missile launcher. Very cool idea imo giving the escort carrier a niche, but it just doesn't work for me. I have a lot of trouble getting it to actually fire at fighters instead of capships, and even then it doesn't seem to do area damage. Not sure why, tbh.

Edited by Dalmp, 23 January 2008 - 07:32 AM.

Amateurs study Tactics. Professionals study Logistics.
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#8 Phoenix Rising

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Posted 23 January 2008 - 11:59 PM

I'm having a problem with that missile launcher.

Well, it fires out of the rear, so maybe that's it. Aim the aft of the ship at the front line and when fighters come, hit Barrage and watch the explosions. For crazy tactics, pair up a few of them.

As for the targeting, it's set to attack fighters first, bombers second, and whatever else third, so possibly the starfighters are just out of range.

#9 Davis 65

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Posted 27 January 2008 - 02:05 AM

i know this is kinda off topic but talking about missles not working right reminded me of something ive been meaning to say ...... how do u get the SPHT (spelling) laser on the venator to fire i can never get it to

#10 Phoenix Rising

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Posted 27 January 2008 - 07:55 PM

Oh. Well, it's in the ventral hangar, so it has a horrible arc in EaW combat. Kind of sucks, but I'm not sure what to do about it yet.

#11 Dalmp

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Posted 27 January 2008 - 11:02 PM

I set it's height arc to 180, and it works fine for me.

It's also not very obvious, being just a really long and thick turbolaser projectile (100 long). I changed it to a beam.alo model so It'd be obvious when it fired. 180 arc seems to make it work consistently.

Problem is, I suspect it's initially pointing straight downwards, and setting it to 180 height might make it fire anywhere in a 360 arc around my ship (but not at higher layer ships). That might be a little too much area covered...

Edited by Dalmp, 28 January 2008 - 03:51 PM.

Amateurs study Tactics. Professionals study Logistics.
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#12 Phoenix Rising

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Posted 28 January 2008 - 08:00 PM

Yeah, I was thinking about doing it like the proton beam, but didn't really want to use up another ability slot on the interface :). If you set it to 180/180, it should be able to fire at anything in the ventral arc, i.e. anything at or below the plane of the ship (including going through the ship to do so).

The SPHA certainly needs some work. Maybe I should give it splash damage...

#13 hetter71

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Posted 29 January 2008 - 06:04 AM

Speaking of ability slots, is there any way to use the abilities that don't show up when you select the unit? You know, the third, fourth, etc. abilities?

Thanks!

#14 Davis 65

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Posted 29 January 2008 - 12:10 PM

Speaking of ability slots, is there any way to use the abilities that don't show up when you select the unit? You know, the third, fourth, etc. abilities?

Thanks!

i dont think so

#15 Phoenix Rising

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Posted 29 January 2008 - 07:53 PM

Speaking of ability slots, is there any way to use the abilities that don't show up when you select the unit?

Only with auto-fire. It won't work with all of them though.



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